Agent skill

Ue Module Build System

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error.

MITAuto-check passedGame Development

Install Ue Module Build System

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-module-build-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-module-build-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-module-build-system .claude/skills/ue-module-build-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-module-build-system
GitHub stars
360
Token cost
~7k tokens
SKILL.md length
2,072 words
Files
3 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error.

  • Fixing Build.cs
  • SKILL.md covers Context, Build.cs Anatomy, Target.cs and .uproject File, plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Creating a module

What it does

Ue Module Build System is an agent skill from quodsoler/unreal-engine-skills. Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAMEAPI', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENTMODULE', 'IMPLEMENTPRIMARYGAMEMODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Coding'. For…

Its SKILL.md is about 7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/build-cs-reference.md` and `references/common-build-errors.md`).

It sits in Game Development, covering Game development. It works with C++. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Fixing Build.cs
  • Creating a module
  • Resolving an Unreal build error
  • The user mentions unresolved external symbol

Example prompts

  • “unresolved external symbol”
  • “LNK2019”
  • “cannot open include file”
  • “/ue-module-build-system”

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp, cpp and json).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Module Build System loads about 7k tokens when it runs, and up to ~17k if it reads all its reference files. Until then it costs about 166 tokens; SKILL.md has 2,072 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~166
When it runs · the whole SKILL.md, loaded when a task matches
~7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~17k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 2,072 words, ~7,028 tokens.

Download SKILL.mdSave it as .claude/skills/ue-module-build-system/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
ue-module-build-system
description
Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Coding'. For UCLASS/UPROPERTY rules see ue-cpp-foundations; for editor modules see ue-editor-tools; for Game Feature plugins see ue-game-features.
metadata.version
2.0.0
metadata.engine
5.8

UE Module & Build System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers and UnrealBuildTool sources; older forms are listed under "Deprecated — do not use".

This skill covers UnrealBuildTool (UBT) ModuleRules (*.Build.cs) and TargetRules (*.Target.cs), the .uproject and .uplugin descriptors, module registration (IModuleInterface and IMPLEMENT_MODULE in Modules/ModuleManager.h, module Core), plugin discovery (IPluginManager in Interfaces/IPluginManager.h, module Projects), and the compiler, linker, UHT and UBT errors those files cause.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Dependencies, include paths, PCH, warnings in an existing Build.csBuild.cs Anatomy
Target.cs, BuildSettingsVersion, IncludeOrderVersion, target typesTarget.cs
.uproject, module Type, LoadingPhase, enabling plugins.uproject File
Adding a module (IMPLEMENT_MODULE, module interface, StartupModule)Creating a New Module
Adding a plugin (.uplugin, runtime + editor modules, dependencies)Creating a Plugin
"Which module do I add to use type X?"Which Module Provides This Type
LNK2019, C1083, UHT, UBT or runtime module-load errorsResolving Build Errors

Build.cs Anatomy

Every module has <ModuleName>.Build.cs next to its Public/ and Private/ folders. The class name must equal the module name.

csharp
// Source/MyGame/MyGame.Build.cs
using UnrealBuildTool;

public class MyGame : ModuleRules
{
    public MyGame(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        // Types from these modules appear in this module's Public/ headers
        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core",
            "CoreUObject",
            "Engine",
            "InputCore",
            "EnhancedInput",
        });

        // Used only inside Private/ .cpp files; not re-exported downstream
        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "Slate",
            "SlateCore",
            "UMG",
        });

        // Loaded through FModuleManager at runtime, never linked
        DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
    }
}
Public vs Private Dependencies
FieldUse when
PublicDependencyModuleNamesA type from the module appears in one of your Public/ headers (base class, member, parameter, return type, UPROPERTY). Downstream modules inherit the include paths.
PrivateDependencyModuleNamesThe module is used only in Private/ .cpp files or private headers.
PublicIncludePathModuleNames / PrivateIncludePathModuleNamesYou need the module's headers (forward declarations, inline types) but link nothing from it.
DynamicallyLoadedModuleNamesYou call FModuleManager::Get().LoadModule(...) yourself; UBT only ensures the module is built.

Start private and promote to public only when a public header forces it. Everything-public inflates compile time for every downstream module.

Include Paths and IWYU

UBT discovers Public/, Internal/ and Private/ automatically; PublicIncludePaths/PrivateIncludePaths exist for extra subfolders only. Under BuildSettingsVersion.V2 and later, bLegacyPublicIncludePaths is false, so headers from other modules are written relative to that module's Public/ (or Classes/) root:

cpp
// Source/MyGame/Private/MyActor.cpp
#include "MyActor.h"                          // own header first
#include "GameFramework/Actor.h"              // Engine/Classes/GameFramework/Actor.h
#include "Engine/World.h"                     // only what this file uses directly
#include "GameFramework/PlayerController.h"

IWYUSupport defaults to IWYUSupport.Full, which lets UnrealBuildTool -Mode=IWYU rewrite the module's includes; set IWYUSupport = IWYUSupport.KeepAsIs for code you maintain by hand.

API Export Macro

UBT defines <MODULENAME>_API (module name upper-cased plus _API) as DLLEXPORT while compiling the module and DLLIMPORT for importers; monolithic builds define it empty. Anything referenced from another module needs it:

cpp
// Source/MyGame/Public/MyGameTypes.h
#pragma once
#include "CoreMinimal.h"

class MYGAME_API FMyGameTypes
{
public:
    void DoSomething();
};

MYGAME_API void MyGameFreeFunction();

Engine headers wrap this as #define UE_API CORE_API at the top of a file and #undef UE_API at the bottom (Async/Mutex.h). That is an engine-only convention; project code writes MYGAME_API directly. Missing MYGAME_API on a class another module references is the most common cause of LNK2019.

Warnings and Compiler Flags
csharp
bWarningsAsErrors = true;
CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error;   // MSVC C4456/C4458/C4459
CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Warning; // MSVC C4244/C4838
CppCompileWarningSettings.DeprecationWarningLevel = WarningLevel.Error;      // MSVC C4996 from UE_DEPRECATED

bEnableExceptions = false;               // default; enable only for third-party code that throws
bUseRTTI = false;                        // default; enable only for third-party dynamic_cast/typeid
CppStandard = CppStandardVersion.Cpp20;  // per-module override; the engine default is Cpp20
bUseUnity = false;                       // opt this module out of unity builds

// Engine-bundled third-party libraries (Engine/Source/ThirdParty/<Name>/<Name>.Build.cs)
AddEngineThirdPartyPrivateStaticDependencies(Target, "zlib", "OpenSSL", "libcurl");

Every ModuleRules field, the RuntimeDependencies API, platform conditionals and the full engine module table are in references/build-cs-reference.md.

Target.cs

Source/MyGame.Target.cs and Source/MyGameEditor.Target.cs. The class must be named <FileName>Target; UBT otherwise fails with "Expecting to find a type to be declared in a target rules named 'MyGameTarget'".

csharp
// Source/MyGame.Target.cs
using UnrealBuildTool;
using System.Collections.Generic;

public class MyGameTarget : TargetRules
{
    public MyGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.V7;
        IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_8;
        ExtraModuleNames.Add("MyGame");
    }
}

Source/MyGameEditor.Target.cs declares MyGameEditorTarget with the same body except Type = TargetType.Editor; and ExtraModuleNames.AddRange(new string[] { "MyGame", "MyGameEditor" });.

  • BuildSettingsVersion.V7 is what 5.8 project templates emit (Latest also equals V7). Pin the explicit value; Latest changes meaning on every engine upgrade.
  • EngineIncludeOrderVersion.Unreal5_8 selects the UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_8 define that keeps removed implicit engine includes available to your code. Unreal5_1–Unreal5_5 are [Obsolete] and unsupported; Unreal5_6 is deprecated. A module may override with ModuleRules.IncludeOrderVersion.
BuildSettingsVersionDefaults it turns on
V2PCHUsage = UseExplicitOrSharedPCHs, bLegacyPublicIncludePaths = false
V3bLegacyParentIncludePaths = false
V4CppStandard default becomes Cpp20, WindowsPlatform.bStrictConformanceMode = true
V5bValidateFormatStrings = true
V6WindowsPlatform.bStrictInlineConformance = true, UndefinedIdentifierWarningLevel = Error
V7 (= Latest)ReturnTypeWarningLevel, DanglingWarningLevel, UnreachableCodeWarningLevel = Error
TargetTypeBuilds
GameStandalone game executable
EditorEditor build; includes Editor-type modules
ClientNetworked client without server-only code
ServerDedicated server, no renderer
ProgramStandalone tool (needs bCompileAgainstEngine/bCompileAgainstCoreUObject choices)

Build configurations (UnrealTargetConfiguration): Debug, DebugGame (engine optimized, game unoptimized), Development (default), Test, Shipping. Useful target switches: bUseUnityBuild, bUseLoggingInShipping, bUseChecksInShipping, bWithLiveCoding, LinkType = TargetLinkType.Monolithic, GlobalDefinitions/ProjectDefinitions, and bOverrideBuildEnvironment = true to "ignore violations to the shared build environment (eg. editor targets modifying definitions)".

.uproject File

json
{
    "FileVersion": 3,
    "EngineAssociation": "5.8",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "MyGame",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [ "Engine", "AIModule", "UMG" ]
        },
        { "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "Default" }
    ],
    "Plugins": [
        { "Name": "ModelingToolsEditorMode", "Enabled": true, "TargetAllowList": [ "Editor" ] },
        { "Name": "StateTree", "Enabled": true },
        { "Name": "MyPlugin", "Enabled": true, "Optional": true }
    ]
}

AdditionalDependencies is the descriptor's "list of additional dependencies for building this module". Plugin references accept Name, Enabled, Optional, TargetAllowList/TargetDenyList, PlatformAllowList/PlatformDenyList, TargetConfigurationAllowList.

Module Types (ModuleHostType)
TypeLoaded by
RuntimeAny target using the UE runtime (the default for game code)
RuntimeNoCommandletAny target except commandlets
RuntimeAndProgramAny target or program
CookedOnly / UncookedOnlyCooked builds only / uncooked (editor, PIE) builds only — UncookedOnly is the type for Blueprint node (K2Node) modules
DeveloperOnly when developer-tool support is enabled (deprecated: use DeveloperTool)
DeveloperToolAny target where bBuildDeveloperTools is enabled
Editor / EditorNoCommandletEditor only / editor but not commandlets
EditorAndProgramEditor or program targets
ProgramProgram targets only
ServerOnly / ClientOnly / ClientOnlyNoCommandletServers only / clients, commandlets and editor / clients and editor
ExternalNever loaded automatically; reference only
Loading Phases (ModuleLoadingPhase)
LoadingPhaseWhen
EarliestPossibleAs soon as plugins can load (GConfig exists)
PostConfigInitRight after the config system; very low-level hooks only
PostSplashScreenFirst screen after the system splash
PreEarlyLoadingScreenAfter PostConfigInit, before CoreUObject initializes
PreLoadingScreenBefore the loading screen triggers
PreDefaultRight before Default — asset types, custom classes other modules need
DefaultDuring engine init, after game modules load (most modules)
PostDefaultRight after Default
PostEngineInitAfter the engine is fully initialized
NoneNever auto-loaded; use FModuleManager::Get().LoadModule()

Creating a New Module

Source/
  MyModule/
    MyModule.Build.cs
    Public/
      IMyModule.h           (public module interface, optional)
      MyModuleTypes.h
    Private/
      MyModule.cpp          (IMPLEMENT_MODULE lives here)
      MyModuleTypes.cpp
cpp
// Source/MyModule/Public/IMyModule.h
#pragma once
#include "Modules/ModuleManager.h"

class IMyModule : public IModuleInterface
{
public:
    static IMyModule& Get()
    {
        return FModuleManager::LoadModuleChecked<IMyModule>("MyModule");
    }

    static bool IsAvailable()
    {
        return FModuleManager::Get().IsModuleLoaded("MyModule");
    }
};
cpp
// Source/MyModule/Private/MyModule.cpp
#include "IMyModule.h"

class FMyModule : public IMyModule
{
public:
    virtual void StartupModule() override
    {
        // Load dependent modules, register settings, delegates, asset types
    }

    virtual void ShutdownModule() override
    {
        // Unregister in reverse order; dependencies loaded in StartupModule are still alive
    }
};

IMPLEMENT_MODULE(FMyModule, MyModule)
Macro (Modules/ModuleManager.h)Use
IMPLEMENT_MODULE(FMyModule, MyModule)Modules without gameplay classes (tools, editor, libraries)
IMPLEMENT_GAME_MODULE(FMyModule, MyModule)Modules that contain gameplay UCLASSes; expands to IMPLEMENT_MODULE
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame")Exactly one per game; in monolithic builds it defines the project name from UE_PROJECT_NAME; the third argument is DEPRECATED_GameName (ModuleManager.h:1100) and unused

FDefaultModuleImpl and FDefaultGameModuleImpl are ready-made classes for modules with no startup logic; FDefaultGameModuleImpl::IsGameModule() returns true so hot-reload tooling treats it as game code. The second macro argument must equal the Build.cs module name; both the monolithic and modular forms of the macro check it against UE_MODULE_NAME with UE_STATIC_ASSERT_WARN (ModuleManager.h:950, :968), which emits a "Module name mismatch" deprecation-style warning, an error only under bWarningsAsErrors. Other IModuleInterface hooks: PreUnloadCallback(), PostLoadCallback(), SupportsDynamicReloading(), SupportsAutomaticShutdown().

Then register the module in three places: the .uproject (or .uplugin) Modules array, ExtraModuleNames in every Target.cs that should build it, and the dependency lists of modules that use it. Editor-only modules ("Type": "Editor", PrivateDependencyModuleNames.Add("UnrealEd") inside if (Target.bBuildEditor)) are covered in ue-editor-tools.

Creating a Plugin

Plugins/
  MyPlugin/
    MyPlugin.uplugin
    Resources/Icon128.png
    Content/                    (only when CanContainContent is true)
    Source/
      MyPlugin/
        MyPlugin.Build.cs
        Public/  Private/MyPluginModule.cpp
      MyPluginEditor/
        MyPluginEditor.Build.cs
        Public/  Private/MyPluginEditorModule.cpp
json
{
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "My Plugin",
    "Description": "Does something useful.",
    "Category": "Gameplay",
    "CreatedBy": "MyStudio",
    "CreatedByURL": "",
    "DocsURL": "",
    "MarketplaceURL": "",
    "SupportURL": "",
    "EnabledByDefault": false,
    "CanContainContent": true,
    "IsBetaVersion": false,
    "IsExperimentalVersion": false,
    "Installed": false,
    "Modules": [
        { "Name": "MyPlugin", "Type": "Runtime", "LoadingPhase": "PreDefault" },
        { "Name": "MyPluginEditor", "Type": "Editor", "LoadingPhase": "Default", "PlatformAllowList": [ "Win64", "Mac", "Linux" ] }
    ],
    "Plugins": [
        { "Name": "GameplayAbilities", "Enabled": true },
        { "Name": "StateTree", "Enabled": true, "Optional": true }
    ]
}
  • Declare every plugin whose modules you depend on in Plugins; UBT warns "Plugin 'MyPlugin' does not list plugin 'X' as a dependency, but module 'MyPlugin' depends on module 'Y'" otherwise.
  • IsExperimentalVersion / IsBetaVersion are what the editor shows as maturity; EnabledByDefault: true enables the plugin in every project without a .uproject entry.
  • Content-only plugins omit Modules entirely and keep "CanContainContent": true.
  • Game Feature plugins (UGameFeatureData, actions) are owned by ue-game-features.
csharp
// Plugins/MyPlugin/Source/MyPlugin/MyPlugin.Build.cs — runtime module
using UnrealBuildTool;

public class MyPlugin : ModuleRules
{
    public MyPlugin(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "GameplayAbilities" });
    }
}
csharp
// Plugins/MyPlugin/Source/MyPluginEditor/MyPluginEditor.Build.cs — editor module
using UnrealBuildTool;

public class MyPluginEditor : ModuleRules
{
    public MyPluginEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
        PrivateDependencyModuleNames.AddRange(new string[] { "MyPlugin", "UnrealEd", "ToolMenus", "PropertyEditor" });
    }
}

The runtime module never includes editor headers; gate editor code with #if WITH_EDITOR and editor dependencies with if (Target.bBuildEditor).

Engine vs project plugins: Engine/Plugins/ is shared by every project on that install; <Project>/Plugins/ travels with the project and wins on a name clash. Installed (Launcher) engines ship only precompiled engine modules: depending on an engine module that was not precompiled fails with "Missing precompiled manifest for 'X'. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build."

Show full SKILL.md (888 more words)Show less

Which Module Provides This Type

Add to *DependencyModuleNamesForPlugin to enable
CoreFString, TArray, FName, UE_LOG, FModuleManager—
CoreUObjectUObject, UClass, FInstancedStruct, reflection—
EngineAActor, UActorComponent, UWorld, UGameInstance, UAudioComponent—
InputCoreFKey, EKeys—
EnhancedInputUInputAction, UInputMappingContext, UEnhancedInputComponentEnhancedInput
GameplayTagsFGameplayTag, FGameplayTagContainer, UGameplayTagsManager—
GameplayTasksUGameplayTask, UGameplayTasksComponent—
GameplayAbilitiesUAbilitySystemComponent, UGameplayAbility, UGameplayEffectGameplayAbilities
NetCoreFFastArraySerializer, push-model macros—
DeveloperSettingsUDeveloperSettings—
Slate, SlateCoreSWidget, SCompoundWidget / FSlateBrush, FSlateColor—
UMGUUserWidget, UButton, UTextBlock—
CommonUI, CommonInputUCommonActivatableWidget, UCommonButtonBaseCommonUI
ModelViewViewModelUMVVMViewModelBase, UMVVMViewModelViewViewModel (Beta in 5.8)
AIModule, NavigationSystemAAIController, UBehaviorTree / UNavigationSystemV1—
StateTreeModule, GameplayStateTreeModuleUStateTree, FStateTreeTaskBase / UStateTreeComponentStateTree, GameplayStateTree
MassEntity, MassCore, MassSignalsFMassEntityManager, UMassProcessor / FTransformFragment / UMassSignalSubsystem— (core modules)
NiagaraUNiagaraComponent, UNiagaraSystem, UNiagaraFunctionLibraryNiagara
PCGUPCGComponent, UPCGGraph, UPCGSettingsPCG
MoverUMoverComponent, UCharacterMoverComponentMover (Experimental in 5.8)
GameplayCamerasUGameplayCameraComponent, UCameraAssetGameplayCameras (Experimental in 5.8)
LevelSequence, MovieSceneULevelSequence, ULevelSequencePlayer / UMovieScene—
PhysicsCore, ChaosUPhysicalMaterial / Chaos solver types—
ProceduralMeshComponentUProceduralMeshComponentProceduralMeshComponent
GeometryScriptingCore, GeometryFrameworkUGeometryScriptLibrary_MeshPrimitiveFunctions / UDynamicMeshGeometryScripting
AudioExtensionsIAudioParameterControllerInterface, FAudioParameter—

The full table, including editor and networking modules, is in references/build-cs-reference.md.

Resolving Build Errors

Error textFirst thing to check
LNK2019 unresolved external symbol / LNK2001Module missing from *DependencyModuleNames, or missing MYGAME_API on the referenced class
C1083: Cannot open include fileModule missing from dependencies, or include not written relative to the module's Public/ root
#include found after .generated.h fileMove #include "MyClass.generated.h" to be the last include
Expected a GENERATED_BODY() at the start of the classAdd GENERATED_BODY() as the first line inside the UCLASS/USTRUCT body
Could not find definition for module 'X'No X.Build.cs found, or wrong module name in .uproject/ExtraModuleNames
Circular dependency for 'X.Build.cs' detectedExtract a shared module or switch one side to DynamicallyLoadedModuleNames
Missing precompiled manifest for 'X'Installed engine cannot compile that engine module; remove the dependency or use a source build
Plugin 'X' failed to load because module 'Y' could not be foundRebuild the plugin; module not compiled for this target
Module 'X' not found - its StaticallyLinkedModuleInitializers function is nullMonolithic build did not link the module; add it to ExtraModuleNames or a .uplugin

Full messages, causes, MSVC warning-level mapping, Live Coding limits and cooking failures are in references/common-build-errors.md.

Deprecated — do not use

Do not emitUse in 5.8Source
bEnforceIWYU = trueIWYUSupport = IWYUSupport.Full (already the default)[Obsolete("Deprecated in UE5.2 - Use IWYUSupport instead.")] in Configuration/Rules/ModuleRules.Obsolete.cs
bUseAVX = trueMinCpuArchX64 = MinimumCpuArchitectureX64.AVX2[Obsolete("bUseAVX is obsolete ... replace with MinCpuArchX64")] in ModuleRules.Obsolete.cs
ShadowVariableWarningLevel = WarningLevel.Error on ModuleRules/TargetRulesCppCompileWarningSettings.ShadowVariableWarningLevel[Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
UnsafeTypeCastWarningLevel = ... directlyCppCompileWarningSettings.UnsafeTypeCastWarningLevel[Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
bEnableUndefinedIdentifierWarnings / bUndefinedIdentifierErrorsCppCompileWarningSettings.UndefinedIdentifierWarningLevelTwo steps: 5.5 moved them to UndefinedIdentifierWarningLevel on the rules class, 5.6 moved that under CppCompileWarningSettings. [Obsolete(...)] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
DeprecationWarningLevel = ... on TargetRulesCppCompileWarningSettings.DeprecationWarningLevel[Obsolete("Deprecated in UE5.6 ...")] in TargetRules.Obsolete.cs
bUsesSteam = trueRemove; the flag does nothing[Obsolete("Deprecated in UE5.5 - No longer used in engine.")] in TargetRules.Obsolete.cs
bCompileChaos, bUseChaos, bCompilePhysX, bCompileAPEX, bCompileNvClothRemove; Chaos is always enabled[Obsolete("Deprecated in UE5.1 ...")] in TargetRules.Obsolete.cs
bDisableDebugInfo = trueDebugInfo = DebugInfoMode.None[Obsolete("Deprecated in UE5.4 - Replace with TargetRules.DebugInfo")] in TargetRules.Obsolete.cs
bUseFastPDBLinking = trueRemove[Obsolete("Deprecated in UE5.7 - No longer recommended")] in TargetRules.Obsolete.cs
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1 … Unreal5_5EngineIncludeOrderVersion.Unreal5_8[Obsolete("The Unreal 5.5 include order is unsupported.")] in Configuration/Rules/TargetRules.cs
EngineIncludeOrderVersion.Unreal5_6Unreal5_8[Obsolete("... deprecated and will be unsupported in 5.9.")] in TargetRules.cs
"WhitelistPlatforms", "BlacklistPlatforms", "WhitelistTargets" in descriptors"PlatformAllowList", "PlatformDenyList", "TargetAllowList"deprecated-fallback readers in Configuration/Descriptors/ModuleDescriptor.cs
"Type": "Developer""Type": "DeveloperTool""The 'Developer' module type has been deprecated in 4.24" in ModuleDescriptor.cs
EngineIncludeOrderVersion.Latest, BuildSettingsVersion.Latest in a shipped projectPin Unreal5_8 / V7UBT doc: "Using Latest comes with a high risk of introducing compile errors" (TargetRules.cs)

Common Mistakes

Everything in PublicDependencyModuleNames: every downstream module inherits the include paths and recompiles more often. Keep a dependency private until one of your Public/ headers needs it.

Missing MYGAME_API: the class compiles inside its own module and fails with LNK2019 from any other module. Add the macro to the class or free-function declaration, not the definition.

IMPLEMENT_MODULE name mismatch: IMPLEMENT_MODULE(FMyModule, MyGameplay) in a module whose Build.cs is MyModule emits the "Module name mismatch" warning (UE_STATIC_ASSERT_WARN, not a hard error) and, separately, fails to load in monolithic builds because the linker looks for IMPLEMENT_MODULE_MyModule. The second argument is the module name, not the class.

Editor code in a runtime module: #include "Editor.h" or UnrealEd in PublicDependencyModuleNames breaks Game, Client and Server targets. Wrap with #if WITH_EDITOR and if (Target.bBuildEditor), or move the code to an Editor-type module.

Module registered in one place only: a module must appear in .uproject/.uplugin Modules and in ExtraModuleNames of each Target.cs; missing either gives "Could not find definition for module" or a module that never loads.

Wrong LoadingPhase for registration: asset types, custom UClass registrations and console variables that other modules read at Default must load at PreDefault.

Plugin dependency not declared: a .uplugin module depending on another plugin's module without a Plugins entry produces the UBT dependency warning and breaks when the other plugin is disabled.

Relying on transitive includes: a header that compiled because Engine/World.h happened to pull it in breaks when that engine header trims its includes under a newer IncludeOrderVersion. Include what you use.

Wrong header path: including Actor.h or Engine/Actor.h fails with C1083; the file is GameFramework/Actor.h under Engine/Classes.

  • ue-cpp-foundations — UCLASS/UPROPERTY/UFUNCTION specifiers, GENERATED_BODY, what UHT needs in public headers
  • ue-editor-tools — editor-only modules, UnrealEd/ToolMenus/PropertyEditor dependencies, UEditorSubsystem
  • ue-testing-debugging — UE_LOG categories and bUseLoggingInShipping, automation test modules and targets
  • ue-game-features — Game Feature plugins, UGameFeatureData, UGameFeatureAction, Modular Gameplay
  • ue-project-context — the .agents/ue-project-context.md file that records module names, targets and enabled plugins
  • ue-data-assets-tables — UDataAsset, UDataTable, soft references, Asset Manager and async loading

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/ue-module-build-system of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/build-cs-reference.md
  • references/common-build-errors.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Module Build System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Ue Module Build System compared with similar skills
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Ue Module Build System this skillquodsoler/unreal-engine-skills360—~7kAutomated safety check: PassMIT
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Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Gdextension Hygienemicrosoft/XBOX-Godot-Sample237—~983Automated safety check: PassMIT
Unreal Large Blueprint AnalysisItalink/UnrealClientProtocol127—~2.6kAutomated safety check: PassMIT
Beehavejame581/GodotPrompter799—~2.8kAutomated safety check: PassMIT

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Works with

Questions about Ue Module Build System

What does Ue Module Build System do?

A skill your agent uses when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Ue Module Build System is an agent skill from quodsoler/unreal-engine-skills.uplugin files, creating a module or plugin, or resolving an Unreal build error.

When should I use Ue Module Build System?

Ue Module Build System fits situations like: fixing Build.cs; creating a module; resolving an Unreal build error; the user mentions unresolved external symbol.

How do I install Ue Module Build System in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-module-build-system -a claude-code`. Or copy the skill folder (skills/ue-module-build-system in quodsoler/unreal-engine-skills) into .claude/skills/ue-module-build-system in your project. Claude Code loads it when a task matches its description.

How do I install Ue Module Build System in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-module-build-system -a codex`. Or copy the skill folder (skills/ue-module-build-system in quodsoler/unreal-engine-skills) into .agents/skills/ue-module-build-system in your project. Codex loads it when a task matches its description.

Can I use Ue Module Build System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-module-build-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-module-build-system, .gemini/skills/ue-module-build-system, .github/skills/ue-module-build-system and .opencode/skills/ue-module-build-system in your project.

What does Ue Module Build System need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Module Build System is instructions for the agent only.

Does Ue Module Build System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Module Build System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Module Build System use?

Ue Module Build System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Module Build System use?

About 7k tokens (SKILL.md is roughly 28k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 9.9k tokens, read only when the agent opens those files.

What are the alternatives to Ue Module Build System?

Skills that share tags, products or a category with Ue Module Build System: Validate Gsdk (PlayFab/gsdk, 170 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Gdextension Hygiene (microsoft/XBOX-Godot-Sample, 237 stars) and Unreal Large Blueprint Analysis (Italink/UnrealClientProtocol, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Module Build System?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 360 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.